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main-menu crash


Matrix_9400

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ok, so the title tells you a bit. Anyway, 80% off all times I try to start up fallout 3 i get the huge fail wich mostly only has one resort, the restart button on the computer. At first, fallout launches as normal but when the ''bethesda'' slide enters the picture it all freezes. not the ingame musik though. so of course i try ctrl+alt+delete and what happens?

 

1. the game alt+tabs and i shut down the game from there.

2. nothing happens only I can see the pointer wich changes to arrows or whatever, but FO is still up and I have no control anymore. EG the restart button.

 

early in the days, (about a week ago) I could just uncheck all my mods on FOMM and everything would start up great :)

not any more.. now even if I only have the DLC's and FO checked i get the same problem as mentioned earlier.

 

 

 

This is my mod list on FOMM:

 

**Fallout3.esm

**anchorage.esm

**thepitt.esm

**brokensteel.esm

**pointlookout.esm

**zeta.esm

helmetless camoflage stealth suits.

**afs enclave.esm

tankless flamer

disguise

quest tag remover

greener world

alluniquesadded

all anchorage armors usable

tribal power helmet

miniguns replacer

tactical vest CIRAS

personalvertibird

increasedweapondurability50

increasedarmordurability50

CRI-squad-new

RecieveLyonsPA

COL Enclave VER2

steel ingot box

ConsoleCodes

--Laptopterminals

--LaptopterminalsAncorage

--LaptopterminalsPitt

--LaptopterminalsBrokensteel

--LaptopterminalsPointlookout

--CALIBRxMerchant

**90SKa.esm

**90SKb.esm

STuberGruntMod

1PipboyPDA

AFS Brisbane

 

NOTE!! ** = Master -- = Unchecked

 

 

Well thats about it. oh and I have the game patched and using FOMM 0.9.15, FOSE 1.1 beta 9

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As LeeHarvey said, you'll want to use Fallout Mod Manager and move your master files (.esm) to the top of the load order. Fallout3.esm, obviously, is the very first. Followed by any DLC masters, with Broken Steel loading last of the DLCs (to preserve the level 30 cap). After which, you can load mod-specific masters, followed by the plug-ins (.esp) for your mods.

 

You'll also want ElminsterAU's FO3Edit and Miax's great FO3Edit Guide - Web-enized to learn how to use that must-have utility to find and resolve mod conflicts.

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As LeeHarvey said, you'll want to use Fallout Mod Manager and move your master files (.esm) to the top of the load order. Fallout3.esm, obviously, is the very first. Followed by any DLC masters, with Broken Steel loading last of the DLCs (to preserve the level 30 cap). After which, you can load mod-specific masters, followed by the plug-ins (.esp) for your mods.

 

You'll also want ElminsterAU's FO3Edit and Miax's great FO3Edit Guide - Web-enized to learn how to use that must-have utility to find and resolve mod conflicts.

 

 

ok, so i've done that but that doesn't really help my situation apperantly.. :wallbash: any more tips?

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Matrix:

 

When you run the conflict detection filter (like shown in the guide), you're getting zero orange-on-red or red-on-red entries?

 

Just looking at your load list, I see several conflicts. Not fatal, necessarily, just conflicts that should show -- the removal of quest flags being one of them.

 

The biggest killer in mod conflicts is script-related -- the last-loaded mod will win, and if its script overrides another mod that has its own custom script, obviously the overridden mod's functionality is compromised. Sometimes this is fatal, as Fallout3 isn't noted from degrading gracefully from errors.

 

When using FO3Edit's Create Merge Patch function, the process will get you most of the way there ... but not all the way. Once you create the merge patch and have activated in Fallout Mod Manager (obviously last in the load order), reload FO3Edit and again run the conflict detection filter (as shown in the guide's Conflict Resolution chapter).

 

Start at the top of the load order and begin expanding the tree-view side, stepping through each category, looking for remaining conflicts, particularly with scripts.

 

When looking at conflicts, the first question I ask myself is: "Will this conflict go away if I change the load order?" If the answer is yes, I close FO3Edit, make the adjustment in FOMM, close FOMM, and again run FO3Edit and the conflict filter.

 

Once I am sure that load ordering won't correct any more conflicts, I go into FO3Edit a last time, expanding the entries and, using drag 'n' drop or FO3Edit's "Copy as override into..." function, copy entries into my merge to correct problems (note that this might leave the entry orange-on-red, but that's okay, since it is an intentional override on your part).

 

Once you've stepped through all the mods and accounted for conflicts with your merge, save the changes, exit FO3Edit and run FO3Edit in Master Update mode (see the guide on how to create shortcuts to FO3Edit with the -masterupdate and -masterrestore switches).

 

A note here, though ... sometimes mod conflicts will arise that can't be resolved and ignoring it can prove fatal -- quite often, these are script conflicts. That's where Miax option #4 comes in: get rid of one of the conflicting mods. The alternative is to go into GECK, load both mods and merge their scripts, so that both mods retain their functionality. This will necessitate changing the script reference in the conflicted mods (which sort of violates the general rule of not making changes to someone else's mod -- but hey, you aren't redistributing it, and this will resolve the conflict on your system). Obviously, if you aren't comfortable with scripting, one of the conflicted mods has to go.

 

Following this procedure will give you the optimal load order and by running Master Update, provide for the most stable load for your game.

 

Hope this helps.

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Matrix:

 

When you run the conflict detection filter (like shown in the guide), you're getting zero orange-on-red or red-on-red entries?

 

Just looking at your load list, I see several conflicts. Not fatal, necessarily, just conflicts that should show -- the removal of quest flags being one of them.

 

The biggest killer in mod conflicts is script-related -- the last-loaded mod will win, and if its script overrides another mod that has its own custom script, obviously the overridden mod's functionality is compromised. Sometimes this is fatal, as Fallout3 isn't noted from degrading gracefully from errors.

 

When using FO3Edit's Create Merge Patch function, the process will get you most of the way there ... but not all the way. Once you create the merge patch and have activated in Fallout Mod Manager (obviously last in the load order), reload FO3Edit and again run the conflict detection filter (as shown in the guide's Conflict Resolution chapter).

 

Start at the top of the load order and begin expanding the tree-view side, stepping through each category, looking for remaining conflicts, particularly with scripts.

 

When looking at conflicts, the first question I ask myself is: "Will this conflict go away if I change the load order?" If the answer is yes, I close FO3Edit, make the adjustment in FOMM, close FOMM, and again run FO3Edit and the conflict filter.

 

Once I am sure that load ordering won't correct any more conflicts, I go into FO3Edit a last time, expanding the entries and, using drag 'n' drop or FO3Edit's "Copy as override into..." function, copy entries into my merge to correct problems (note that this might leave the entry orange-on-red, but that's okay, since it is an intentional override on your part).

 

Once you've stepped through all the mods and accounted for conflicts with your merge, save the changes, exit FO3Edit and run FO3Edit in Master Update mode (see the guide on how to create shortcuts to FO3Edit with the -masterupdate and -masterrestore switches).

 

A note here, though ... sometimes mod conflicts will arise that can't be resolved and ignoring it can prove fatal -- quite often, these are script conflicts. That's where Miax option #4 comes in: get rid of one of the conflicting mods. The alternative is to go into GECK, load both mods and merge their scripts, so that both mods retain their functionality. This will necessitate changing the script reference in the conflicted mods (which sort of violates the general rule of not making changes to someone else's mod -- but hey, you aren't redistributing it, and this will resolve the conflict on your system). Obviously, if you aren't comfortable with scripting, one of the conflicted mods has to go.

 

Following this procedure will give you the optimal load order and by running Master Update, provide for the most stable load for your game.

 

Hope this helps.

 

Nice, thanks! :D:D I didn't catch all but the things I did catch was obvisly enough. Thanks man and damn I love you :D hahahaha

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